I am trying to allow players of my game to remap the controls (eventually from the menu). Currently, some of the buttons have been defined, but they can't be changed. They are hard-coded. For example, ...

I already understand how to work with Keyboard and KeyboardState, but when debugging I happened to take a look at the KeyboardState's non-public members via the VS debugger. I expected to see a large ...

I've been struggling for a while trying to figure out the best way to map two players on a single keyboard. Let's consider something generic:
Arrows
Validation
Cancel (optional)
Some common actions ...

I am new to game development and am working on my first game using OpenGL and C++.
I have a game class which handles everything necessary in an update() function.
Now i want to handle keyboard inputs. ...

So I'm currently working my way through openGL tutorials, using LWJGL to do all my work in. However as I get to the part on how to access Keyboard and Mouse events in this library, I stumble across ...

I have been building a pong clone. I've been using a mixture of peoples different code to understand the way they structure their games as well as reading on game patterns. Currently I've gotten to ...

Slick2D's Input class has a isKeyPressed() method that returns a boolean value according to whether the specified key has been pressed. I want to check if a key has been released in the same fashion.
...

I finished a game in Java. It works perfectly fine on my computer.
Sent it to a friend. On his computer, for some reason, one of the keys that are used to play doesn't work inside the game. (It works ...

I'm making a two player pong clone and my problem is that when the second player presses both of his/her buttons at once, the first player locks up and cannot move, even though this does not happen ...

I am checking for key presses and then based on the keys pressed I am moving a square around the screen. I am setting booleans for the keys WASD. But , Whenever I try to keep the key down , it takes a ...

I noticed people use both - but is there any empirical evidence when it's better to use one over the other?
This is related but not quite a 'why use either' or even 'why use both': Polling vs event ...

Have a question on keyboard inputs. Currently I am using this method to read my input, Gdx.input.isKeyPressed(Input.Keys.A), it is working fine. But I do realized at times there are multiple instances ...

Currently I am implementing the possibility in my game to change the keyboard configuration.
Therefor, I have a menu in which is a button for each action the player can do. If the player clicks on one ...

I'm designing a system to handle the keyboard input for my game. To get it more simple, I have a class that has two methods, KeyUp and KeyDown which tell me which key has been pressed, this is already ...

I'm making a game where player moves around a spaceship pressing W,S,A,D. What I would like to achieve is that I would like to make the ship stop slightly when a key is released before it went to full ...

As in many game libraries such as LWJGL, you can check mouse/keyboard events with Mouse.isButtonDown or Keyboard.IsKeyDown.
I want to check for button/key presses, not if it's currently pressed down ...

I have a game where I need to perform an action by pressing U and K at the same time, but I also want it to be accomplished by only using one key, because pressing both at the same time ties up your ...

I am working on a game using only the swing and awt packages. Note I can only use the default Java libs. Meaning I have to use KeyListener. I have imported KeyListener properly, however, it is still ...

I'm developing a flash puzzle platform game in my free time and I got stuck on deciding how to implement a feature. The game will be controlled by keyboard only, no mouse available.
My game will have ...

Let's say I have a game that uses WASD controls on a QWERTY layout. Trying to use these controls on, say, a Dvorak layout is not ideal (equivalent to <A:H on QWERTY). Obviously, I'd want to use the ...

As a preliminary solution, I am currently using the Nuclex framework in an C#/XNA game project for buffered keyboard input. Sadly, nuclex relies on SlimDX.Directinput.dll and therefore to my knowledge ...

In a top down shooting game, what alternatives are there for input if I want the direction of movement to be independent from the direction I'm shooting at? I'd like to avoid shooting with the mouse ...

I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the ...

I am making a game with multiplayer split screen mode using SDL. Basically, I like the idea of having each player plug in his own keyboard to the PC, set custom controls via options and being able to ...